i'm using a FitViewport to render my "game world". Viewport virtual dimensions are fixed 400x240.
I use viewport.unproject method to scale input touches from screen coordinates to world coordinates, ...

Now I know that no matter what the screen size is the camera will keep its height, so no worries about that. My question is, is there a way to manipulate the camera, either its orthographic size, or ...

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...

I would like to implement an interactive zoom on a 3d object with mouse wheel.A naive approach is simple where you just scale camera marix Z poistion or modify FOV.But I would like the zoom scaling to ...

I am trying to build a camera class, though I am running into a problem. When I move the camera above/below, and try to move towards the ground, I am moved off in what seems to be about 45 degrees in ...

I have 2 cameras in my 2D game.
One displays gameobjects normally, and the other camera draws some of these gameobjects reflected (scale.y *= -1). The reflected camera would draw only objects in the ...

I am trying to store a picture from a camera with WebCamTexture. The function Savepicture(string path) uses a Texture2D to set pixels retrieved from the WebCamTexture class field, I end up getting a ...

I seem to have a problem in my OpenGL scene where if I (the camera) am looking at an plane it's brightness changes depending on what angle I am to the plane. It seems as though the camera is a source ...

I have created a model in 3ds max (exported as fbx) with two meshes and a camera in Assimp. After importing the scene and making the transforms to get everything in the world view I have managed to ...

I'm planning on using several cameras on Unity with different size to create a parallax background.
I'm concerned that addidng maybe 3-5 cameras just to render the parallax background is an overkill.
...

I have some scripts which uses OnGUI() method and they are attached to my GameMenu object. I need to play a particle system on the scene while the GUI scripts are active. When I do that I cant see the ...

I am trying to put Assets into my game but when i put in the line of code "batch.setProjectionMatrix(camera.combined);", which from my knowledge scales the Asset to the size of the window it appears ...

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++).
I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes.
But something about the ...

I am following this article and have implemented it exactly as described:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
The problem is that things are only blurred when the camera is ...

I'm having an issue with the screen on iPhone4s. I calibrated the camera's viewport size depending on the screen resolution. This has given me buggy results on the 4s since ther e is a black stripe of ...

I'm reading the following document, and on page 3 it says:
The first thing to notice is that the desired projection on the screen
does not change with view direction. That is, whether the screen is ...

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it.
I have ...

we want to port camera code from cocos2d-x version 2 to version 3.3 with the goal
to imitate the behaviour of a CCCamera in cocos2d-x version 2 exactly.
You can assume that values for "eye" and "up" ...

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...

I have a simple camera that always stays a set distance behind and above the player. Mouse-on-screen coordinates are used to do Pitch and Yaw, and the keyboard is used to roll. I get how to position ...

I am implementing a camera in opengl for an android game and am having problems getting the pitch/yaw/roll of the camera correct. I have read many tutorials on quaternions and have implemented a basic ...

I apologize if this has been answered somewhere; I spent quite awhile searching but couldn't find an answer.
I have any issue with my 2D sprites being drawn to the screen - either the non-moving or ...